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Next-Active-Object prediction from Egocentric Videos
Furnari, Antonino, Battiato, Sebastiano, Grauman, Kristen, Farinella, Giovanni Maria
Although First Person Vision systems can sense the environment from the user's perspective, they are generally unable to predict his intentions and goals. Since human activities can be decomposed in terms of atomic actions and interactions with objects, intelligent wearable systems would benefit from the ability to anticipate user-object interactions. Even if this task is not trivial, the First Person Vision paradigm can provide important cues to address this challenge. We propose to exploit the dynamics of the scene to recognize next-active-objects before an object interaction begins. We train a classifier to discriminate trajectories leading to an object activation from all others and forecast next-active-objects by analyzing fixed-length trajectory segments within a temporal sliding window. The proposed method compares favorably with respect to several baselines on the Activity of Daily Living (ADL) egocentric dataset comprising 10 hours of videos acquired by 20 subjects while performing unconstrained interactions with several objects.
Is Two Better than One? Effects of Multiple Agents on User Persuasion
Kantharaju, Reshmashree B., De Franco, Dominic, Pease, Alison, Pelachaud, Catherine
Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic interactions. In this paper, we present an evaluation study focused on understanding the effects of multiple agents on user's persuasion. Along with gender and status (authoritative & peer), we also look at type of focus employed by the agent i.e., user-directed where the agent aims to persuade by addressing the user directly and vicarious where the agent aims to persuade the user, who is an observer, indirectly by engaging another agent in the discussion. Participants were randomly assigned to one of the 12 conditions and presented with a persuasive message by one or several virtual agents. A questionnaire was used to measure perceived interpersonal attitude, credibility and persuasion. Results indicate that credibility positively affects persuasion. In general, multiple agent setting, irrespective of the focus, was more persuasive than single agent setting. Although, participants favored user-directed setting and reported it to be persuasive and had an increased level of trust in the agents, the actual change in persuasion score reflects that vicarious setting was the most effective in inducing behaviour change. In addition to this, the study also revealed that authoritative agents were the most persuasive.
Predicting Novel Views Using Generative Adversarial Query Network
Nguyen-Ha, Phong, Huynh, Lam, Rahtu, Esa, Heikkila, Janne
The problem of predicting a novel view of the scene using an arbitrary number of observations is a challenging problem for computers as well as for humans. This paper introduces the Generative Adversarial Query Network (GAQN), a general learning framework for novel view synthesis that combines Generative Query Network (GQN) and Generative Adversarial Networks (GANs). The conventional GQN encodes input views into a latent representation that is used to generate a new view through a recurrent variational decoder. The proposed GAQN builds on this work by adding two novel aspects: First, we extend the current GQN architecture with an adversarial loss function for improving the visual quality and convergence speed. Second, we introduce a feature-matching loss function for stabilizing the training procedure. The experiments demonstrate that GAQN is able to produce high-quality results and faster convergence compared to the conventional approach.
Automatic Pulmonary Lobe Segmentation Using Deep Learning
Tang, Hao, Zhang, Chupeng, Xie, Xiaohui
Pulmonary lobe segmentation is an important task for pulmonary disease related Computer Aided Diagnosis systems (CADs). Classical methods for lobe segmentation rely on successful detection of fissures and other anatomical information such as the location of blood vessels and airways. With the success of deep learning in recent years, Deep Convolutional Neural Network (DCNN) has been widely applied to analyze medical images like Computed Tomography (CT) and Magnetic Resonance Imaging (MRI), which, however, requires a large number of ground truth annotations. In this work, we release our manually labeled 50 CT scans which are randomly chosen from the LUNA16 dataset and explore the use of deep learning on this task. We propose pre-processing CT image by cropping region that is covered by the convex hull of the lungs in order to mitigate the influence of noise from outside the lungs. Moreover, we design a hybrid loss function with dice loss to tackle extreme class imbalance issue and focal loss to force model to focus on voxels that are hard to be discriminated. To validate the robustness and performance of our proposed framework trained with a small number of training examples, we further tested our model on CT scans from an independent dataset. Experimental results show the robustness of the proposed approach, which consistently improves performance across different datasets by a maximum of $5.87\%$ as compared to a baseline model.
Generating Animations from Screenplays
Zhang, Yeyao, Tsipidi, Eleftheria, Schriber, Sasha, Kapadia, Mubbasir, Gross, Markus, Modi, Ashutosh
Automatically generating animation from natural language text finds application in a number of areas e.g. movie script writing, instructional videos, and public safety. However, translating natural language text into animation is a challenging task. Existing text-to-animation systems can handle only very simple sentences, which limits their applications. In this paper, we develop a text-to-animation system which is capable of handling complex sentences. We achieve this by introducing a text simplification step into the process. Building on an existing animation generation system for screenwriting, we create a robust NLP pipeline to extract information from screenplays and map them to the system's knowledge base. We develop a set of linguistic transformation rules that simplify complex sentences. Information extracted from the simplified sentences is used to generate a rough storyboard and video depicting the text. Our sentence simplification module outperforms existing systems in terms of BLEU and SARI metrics.We further evaluated our system via a user study: 68 % participants believe that our system generates reasonable animation from input screenplays.
A Grounded Unsupervised Universal Part-of-Speech Tagger for Low-Resource Languages
Cardenas, Ronald, Lin, Ying, Ji, Heng, May, Jonathan
Unsupervised part of speech (POS) tagging is often framed as a clustering problem, but practical taggers need to ground their clusters as well. Grounding generally requires reference labeled data, a luxury a low-resource language might not have. In this work, we describe an approach for low-resource unsupervised POS tagging that yields fully grounded output and requires no labeled training data. We find the classic method of Brown et al. (1992) clusters well in our use case and employ a decipherment-based approach to grounding. This approach presumes a sequence of cluster IDs is a'ciphertext' and seeks a POS tag-tocluster ID mapping that will reveal the POS sequence. We show intrinsically that, despite the difficulty of the task, we obtain reasonable performance across a variety of languages. We also show extrinsically that incorporating our POS tagger into a name tagger leads to stateof-the-art tagging performance in Sinhalese and Kinyarwanda, two languages with nearly no labeled POS data available. We further demonstrate our tagger's utility by incorporating Figure 1: Overview of our approach to grounded POS it into a true'zero-resource' variant of the tagging. We use an unsupervised clustering method MALOPA(Ammar et al., 2016) dependency (Section 3.2) then reduce and ground the clusters using parser model that removes the current reliance a decipherment approach informed by POS tag sequence on multilingual resources and gold POS tags data from many languages (Section 3.3).
Short utterance compensation in speaker verification via cosine-based teacher-student learning of speaker embeddings
Jung, Jee-weon, Heo, Hee-soo, Shim, Hye-jin, Yu, Ha-jin
The short duration of an input utterance is one of the most critical threats that degrade the performance of speaker verification systems. This study aimed to develop an integrated text-independent speaker verification system that inputs utterances with short duration of 2 seconds or less. We propose an approach using a teacher-student learning framework for this goal, applied to short utterance compensation for the first time in our knowledge. The core concept of the proposed system is to conduct the compensation throughout the network that extracts the speaker embedding, mainly in phonetic-level, rather than compensating via a separate system after extracting the speaker embedding. In the proposed architecture, phonetic-level features where each feature represents a segment of 130 ms are extracted using convolutional layers. A layer of gated recurrent units extracts an utterance-level feature using phonetic-level features. The proposed approach also adopts a new objective function for teacher-student learning that considers both Kullback-Leibler divergence of output layers and cosine distance of speaker embeddings layers. Experiments were conducted using deep neural networks that take raw waveforms as input, and output speaker embeddings on VoxCeleb1 dataset. The proposed model could compensate approximately 65 \% of the performance degradation due to the shortened duration.
Few-shot Learning: A Survey
The quest of `can machines think' and `can machines do what human do' are quests that drive the development of artificial intelligence. Although recent artificial intelligence succeeds in many data intensive applications, it still lacks the ability of learning from limited exemplars and fast generalizing to new tasks. To tackle this problem, one has to turn to machine learning, which supports the scientific study of artificial intelligence. Particularly, a machine learning problem called Few-Shot Learning (FSL) targets at this case. It can rapidly generalize to new tasks of limited supervised experience by turning to prior knowledge, which mimics human's ability to acquire knowledge from few examples through generalization and analogy. It has been seen as a test-bed for real artificial intelligence, a way to reduce laborious data gathering and computationally costly training, and antidote for rare cases learning. With extensive works on FSL emerging, we give a comprehensive survey for it. We first give the formal definition for FSL. Then we point out the core issues of FSL, which turns the problem from "how to solve FSL" to "how to deal with the core issues". Accordingly, existing works from the birth of FSL to the most recent published ones are categorized in a unified taxonomy, with thorough discussion of the pros and cons for different categories. Finally, we envision possible future directions for FSL in terms of problem setup, techniques, applications and theory, hoping to provide insights to both beginners and experienced researchers.
Samples are not all useful: Denoising policy gradient updates using variance
Flet-Berliac, Yannis, Preux, Philippe
Policy gradient algorithms in reinforcement learning rely on efficiently sampling an environment. Most sampling procedures are based solely on sampling the agent's policy. However, other measures made available through these algorithms could be used in order to improve the sampling prior to each policy update. Following this line of thoughts, we propose a method where a transition is used in the gradient update if it meets a particular criterion, and rejected otherwise. This criterion is the fraction of variance explained ($\mathcal{V}^{ex}$), a measure of the discrepancy between a model and actual samples. $\mathcal{V}^{ex}$ can be used to evaluate the impact each transition will have on the learning. This criterion refines sampling and improves the policy gradient algorithm. In this paper: (1) We introduce and explore $\mathcal{V}^{ex}$, the selection criterion used to improve the sampling procedure. (2) We conduct experiments across a variety of standard benchmark environments, including continuous control problems. Our results show better performance than if we did not use the $\mathcal{V}^{ex}$ criterion for the policy gradient update. (3) We investigate why $\mathcal{V}^{ex}$ gives a good evaluation for the selection of samples that will positively impact the learning. (4) We show how this criterion can be interpreted as a dynamic way to adjust the ratio between exploration and exploitation.
Better Word Embeddings by Disentangling Contextual n-Gram Information
Gupta, Prakhar, Pagliardini, Matteo, Jaggi, Martin
Pre-trained word vectors are ubiquitous in Natural Language Processing applications. In this paper, we show how training word embeddings jointly with bigram and even trigram embeddings, results in improved unigram embeddings. We claim that training word embeddings along with higher n-gram embeddings helps in the removal of the contextual information from the unigrams, resulting in better stand-alone word embeddings. We empirically show the validity of our hypothesis by outperforming other competing word representation models by a significant margin on a wide variety of tasks. We make our models publicly available.